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Friday, 29 August 2014

DiGRA 2014 Paper: Disrupting the Player's Schematised Knowledge of Game Components

My DiGRA 2014 Paper, Disrupting the Player's Schematised Knowledge of Game Components, is now available via the DiGRA Digital Library database. 

The paper outlines the theoretical basis for the disruptive game design philosophy and framework that I have been developing over the past 4 years and also provides a small case study of how it was implemented in two instances in Amnesia: A Machine for Pigs.

In other news, I am approaching completion of my thesis (finally) and should be submitting it for examination and viva around Christmas time. Further journal publications are in the works that will further expand some of the ideas that I didn't have space to write about in this DiGRA paper and I will post those here as they become available.

Frequent blog posts will hopefully resume once again shortly... I have many topics I'd like to write about and no time in which to write them! 

The DiGRA 2014 paper can be found here.

Friday, 23 May 2014

Amnesia: A Machine for Pigs Postmortem Report Now Available on Gamasutra

You can head on over to Gamasutra now to have a read of what is hopefully an interesting and honest postmortem report following the development of Amnesia: A Machine for Pigs!

Friday, 16 May 2014

Upcoming DiGRA 2014 Conference Paper

I will be presenting the second conference publication to come out of my PhD research at the DiGRA 2014 Conference in Utah in August - eep! A preview of the abstract is available below.




Disrupting the Player’s Schematised
Knowledge of Game Components

Peter Howell               Brett Stevens                Mark Eyles
University of Portsmouth, School of Creative Technologies, Eldon Building,
Winston Churchill Avenue
Portsmouth, PO1 2DJ, United Kingdom

Abstract
The concept of ‘conservatism’ in game design has been a subject of debate for a number of years. This ‘conservatism’ is linked to ‘player-centricity’ in design. Such player-centricity can be suggested to place a limit on the fulfilment of high level cognitive player needs. A framework is thus proposed for disruptive game design that focuses on the player and how they learn about game components. It actively seeks the disruption of knowledge construction as well as the recall process used in applying that knowledge to new situations. Such disruption aims to increase the player’s cognitive engagement with the game in a way that does not entirely prevent them from understanding the game, which may cause frustration or confusion. This design approach thus aims to provide greater potential for fulfilment of a player’s high level cognitive needs. The framework is applied to a small case study of the game Amnesia: A Machine for Pigs (The Chinese Room, 2013) that was designed and developed utilising its principles.

Keywords
Schema, Disruptive Game Design, Cognition, Memory, Development-led Research